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Xbox E3 Conference 6/11 2pm PST

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Fable nostalgia hit me so bad I started playing Fable Anniversary on PC. Always gonna have a special place in my heart for this game.

Did Anniversary make it to BC yet? If not, it should be at the top of the list.
 
Missing:

Morrowind Remaster
Splinter cell return to form
Ninja Gaiden Black remaster
Breakdown sequel
Crimson skies sequel
PGR 5 from the reborn Bizarre
Rallisport challenge 3
Alan Wake 2

Pretty accurate aside from that

If we're going all the way back to OG Xbox, I'd much rather see a remaster of Republic Commando and a sequel announcement.

And give me some new Otogi already. Goddamn, From...stop pretending the games don't exist.
 
What would be the best scenario is all Xbox One exclusives getting a 4K patch. Yep that includes Ryse and Sunset Overdrive. But those two.......fat chance. At least they will perform, load faster and look a bit better automatically.

Haha @ Mario. What a weird error by Walmart.

great now you put the thought of a 4k HDR sunset overdrive in my head and I think i error'd out
 
It seems Gobo's game is going to be at E3:
https://twitter.com/StudioGobo/status/865578815766089728
They are making a playable build, they have also hired over 14 staff in the last couple of months and have 14 more open positions.
https://twitter.com/StudioGobo/status/870233852228325376
Apparently they are also expanding the studio.

Watch this being the Fable game after all. The one that didn't sound too different from Legends however.

Really wonder what these guys are making if not Fable. Hopefully not mixed reality.
 

blakep267

Member
He said before last years E3, it was the most important since the launch of 360, personally the more I hear from this guy the more I think he's full of it.
Last year was pretty important. Launching the 1S and the play anywhere initiative. Gears 4 and Forza Horizon were pretty big. It was more or less part 1 of relaunching the Xbox. This year would be part 2 with Scorpio
 
Wow, there's so much wrong here that I don't even know where to begin.

You need to actually look up sales data on JP titles both on Steam and other platforms. A lot of your premises are on faulty grounds, based off incorrect assumptions or just show that you haven't paid much attention, if any, to actual sales numbers for games.

That you think JP games are on Steam simply due to porting or that it is the only factor in other situations is hilariously naive. Your post reads like someone ignorant to actual sales numbers. Even more so considering the OG Xbox and 360 actually exist and we have sales data on a plethora of JP titles.

Edit: Like for example, can you name me the game that sold only 28k and is considered profitable? Can you name more than one title like that? Because I doubt there are many that have only sold 28k worldwide and are considered profitable.

I don't remember the thread, but it was a series of very niche RPGs that launched frequently on Ps3 as well. It sold 28k on launch week, and someone posted they already made money with the game.

Either way, if it didn't made money at 28k, then my point still stands. A game has to practically have 0 presence anywhere to not sell not even 30-50k globally.

Looking it the other way around, many western publishers release their games in japan to sell in the region of 30-40k units there? And often bigger games than niche japanese games. Why would they keep doing it if it wasn't worth it? And if it's worth for a AAA production to bother with 30k sales in a market why wouldn't it bother to a much smaller game?

And I'm sorry, but your argument about 360 doesn't cut it. 360 japanese support increased during the generation, with many series that used to not come to it supporting. And it also received continuous support from many niche japanese developers, for games that wouldn't even leave Japan.

And what about all the other examples of niche games succeeding on xbone I just provided?
 

eso76

Member
If we're going all the way back to OG Xbox, I'd much rather see a remaster of Republic Commando and a sequel announcement.

And give me some new Otogi already. Goddamn, From...stop pretending the games don't exist.

Damn. How could I forget Otogi. They were among my absolute favourite games on the og. Xbox

They need to announce a list of games that will be Scorpio updated. That would be great.

There's probably going to be at least a montage of enhanced ports/updates during the unveiling. I mean that's exactly the way they will want to showcase their console.
 
I don't remember the thread, but it was a series of very niche RPGs that launched frequently on Ps3 as well. It sold 28k on launch week, and someone posted they already made money with the game.

Either way, if it didn't made money at 28k, then my point still stands. A game has to practically have 0 presence anywhere to not sell not even 30-50k globally.

...you really need to look at some sales figures for smaller Japanese titles, especially in the west. Xbox has two primary markets, the US and UK. It's very plausible to think certain games could release and do under 20 or even 15k globally on the console.

Looking it the other way around, many western publishers release their games in japan to sell in the region of 30-40k units there? And often bigger games than niche japanese games. Why would they keep doing it if it wasn't worth it? And if it's worth for a AAA production to bother with 30k sales in a market why wouldn't it bother to a much smaller game?

Again, your confusing a bunch of factors. Games that are published in Japan only need localization, not porting. Most western games that are big actually do much more than 30-40k units in Japan and tend to have your typical legs, resulting in LTD sales closer to 100k if not more. But even more than that, certain games in Japan aren't even published by original publisher. Sony has published games like Call of Duty in Japan on behalf of Activision.

And the other point you miss is that localization isn't some focused effort on Japan alone. Most western games are not fully localized for the variety of Asian markets. But the games are released with there with at least partial localization because all the markets combined make the effort worthwhile.

Which, once again, is not the case with Xbox One. It is primarily a US/UK console. It has little to no presence in markets like France for example, which love Japanese titles.

And I'm sorry, but your argument about 360 doesn't cut it. 360 japanese support increased during the generation, with many series that used to not come to it supporting. And it also received continuous support from many niche japanese developers, for games that wouldn't even leave Japan.

And what about all the other examples of niche games succeeding on xbone I just provided?

Yes, Japanese support increased during the 360 generation. We saw a plethora of titles hit the 360. We have the sales data on a majority of them.

Hence why most JP studios and publishers are opting to go with PS4/PC/Switch. They've become smarter. They saw the data. So I'm not sure what your point there was?
 
With the Xbox becoming more and more like a PC, what would it take to get Xbox ports of PC games? I don't have a PC, nor do I understand the multiple stores and all that. Would it take a partnership with steam or another store? Yes, I know that is unlikely to happen with steam, but how about games that aren't on steam? Would it just take money from Microsoft? Like I said, I don't know what I'm talking about here.
 
With the Xbox becoming more and more like a PC, what would it take to get Xbox ports of PC games? I don't have a PC, nor do I understand the multiple stores and all that. Would it take a partnership with steam or another store? Yes, I know that is unlikely to happen with steam, but how about games that aren't on steam? Would it just take money from Microsoft? Like I said, I don't know what I'm talking about here.

Most PC games that are a more natural fit for consoles appear on Xbox as is. So I suppose the answer depends on what games you're thinking of.
 

Doffen

Member
Most PC games that are a more natural fit for consoles appear on Xbox as is. So I suppose the answer depends on what games you're thinking of.

Some of the more popular games missing on console off the top of my head:

Dota 2
LoL
CS GO (the good version)
Hearthstone
PUBG (announced?)
TF2 (the good version)
Microsoft Solitaire Collection
H1Z1 (announced but not out yet)
Rust
 
Some of the more popular games missing on console off the top of my head:

Dota 2
LoL
CS GO (the good version)
Hearthstone
PUBG (announced?)
TF2 (the good version)
Microsoft Solitaire Collection
H1Z1 (announced but not out yet)
Rust

I think with some of those, it's less a matter of MS or any publisher getting the game on consoles but more the control scheme presenting a huge hurdle. For example, I can't think of any control scheme for games like Dota 2 or LoL that doesn't require reworking the base games significantly.

PUBG I think is announced. TF2 I think the time has passed (what is Valve even doing these days?). Hearthstone I'm quite surprised hasn't hit consoles yet actually.
 
Again, your confusing a bunch of factors. Games that are published in Japan only need localization, not porting. Most western games that are big actually do much more than 30-40k units in Japan and tend to have your typical legs, resulting in LTD sales closer to 100k if not more. But even more than that, certain games in Japan aren't even published by original publisher. Sony has published games like Call of Duty in Japan on behalf of Activision.
Yeah, they need localization, which in many cases can possibly cost more than porting the game, when almost every development tool in existence today is aimed for multiplatform development.

There are many small games that took only one person to port a PC game to xbone, and even so just a few days of work.

Example: Narcosis. ported by one friend of the developer.

How being so easy to port to the point you need less resources than even localizing a game can possibly make a port not worth it?

Which, once again, is not the case with Xbox One. It is primarily a US/UK console. It has little to no presence in markets like France for example, which love Japanese titles.
I'm not arguing about the markets xbone is strong on, I'm talking about sales it pulled of. Why niche games launch on xbone all the time and succeed? If the console has an audience for RTS, point and click, city building sims and so on, all genres that are not very common to console, how it can't possibly have an audience for japanese games that traditionally have been on consoles way more (And again you are simply ignoring all the success stories for japanese games on xbone)

Yes, Japanese support increased during the 360 generation. We saw a plethora of titles hit the 360. We have the sales data on a majority of them.
And the sales were so bad that they just kept supporting the console until it died? It doesn't make any sense, if it was that bad they would have cut it off before.
 
Some of the more popular games missing on console off the top of my head:

Dota 2
LoL
CS GO (the good version)
Hearthstone
PUBG (announced?)
TF2 (the good version)
Microsoft Solitaire Collection
H1Z1 (announced but not out yet)
Rust

Yeah, games like that. All the popular stuff that we console gamers have missed out on. Even older stuff too. I'd love to play something like the original Deus Ex or some of the old Star Wars Tie Fighter games for example.
 
Yeah, several western titles on PS4 have ended up in that 100K-200K range in Japan. GTAV is ~340K.

At which price? I've been looking at some releases and 3-4 weeks later and the numbers are about half to a third of that after that period, unless you are Cod, BF or GTA, with weekly sales dropping very drastically.
 
Yeah, they need localization, which in many cases can possibly cost more than porting the game, when almost every development tool in existence today is aimed for multiplatform development.

There are many small games that took only one person to port a PC game to xbone, and even so just a few days of work.

Example: Narcosis. ported by one friend of the developer.

How being so easy to port to the point you need less resources than even localizing a game can possibly make a port not worth it?

Let me repeat this, again: 10-15k sales globally is "we don't give a shit about this platform" territory. If you think that number seems unrealistic, go look up some sales numbers and charts. Localization may cost more sometimes but also results in significantly more sales.

I'm not arguing about the markets xbone is strong on, I'm talking about sales it pulled of. Why niche games launch on xbone all the time and succeed? If the console has an audience for RTS, point and click, city building sims and so on, all genres that are not very common to console, how it can't possibly have an audience for japanese games that traditionally have been on consoles way more (And again you are simply ignoring all the success stories for japanese games on xbone)

Why are you debating in such general terms here? This isn't about RTS games or city building sims. This is about Japanese titles. You can't generalize the argument and ignore actual factors that impede the success of such titles on a platform.

And again, your talking about major Japanese games largely. Niche JP games rarely find success on the platform. If you want to list me the niche JP games that find success on the platform, feel free. I could probably list 3-4 titles for each title you list that found failure on the Xbox platform in the past.

And the sales were so bad that they just kept supporting the console until it died? It doesn't make any sense, if it was that bad they would have cut it off before.

Xbox 360 sold upwards of 45 million in North America alone last gen. It was the de facto NA leader. So, logically, even a small ratio on a higher install base results in more sales.... And even then, it started to lose steam with JP titles once MS's push wore off.

Do me a favor and actually look up some sales data, maybe read up on some of the varying markets. Your arguing from assumptions and general thoughts you have and it shows.
 
Let me repeat this, again: 10-15k sales globally is "we don't give a shit about this platform" territory. If you think that number seems unrealistic, go look up some sales numbers and charts. Localization may cost more sometimes but also results in significantly more sales.
Let me say this again then: 15k is just an example, for an game that apparently already made profit with just 28k sales.


Why are you debating in such general terms here? This isn't about RTS games or city building sims. This is about Japanese titles. You can't generalize the argument and ignore actual factors that impede the success of such titles on a platform.
Because unless you provide a better reason than "this game was developed in Japan so therefore Xbox users will despise it" it shows the console owners are willing to test games in new genres.

And again, your talking about major Japanese games largely. Niche JP games rarely find success on the platform. If you want to list me the niche JP games that find success on the platform, feel free. I could probably list 3-4 titles for each title you list that found failure on the Xbox platform in the past.
Well, in the past there were many titles that released disc only in Japan, so of course they would fail.

My point is precisely they being stuck with an outdated mind like needing to print discs, when many projects of equal size or bigger found success going digital only, and even if it wasn't extremely successful at least they didn't lose money by putting more copies on the market than they should.



Xbox 360 sold upwards of 45 million in North America alone last gen. It was the de facto NA leader. So, logically, even a small ratio on a higher install base results in more sales.... And even then, it started to lose steam with JP titles once MS's push wore off.
Well, of course it would lose steam when the console maker practically pulls out the region, but the point is if the sales were so bad why they just cut it off then? All the more reason when Ms is not making their lives any easier to get those games word wide.

Do me a favor and actually look up some sales data, maybe read up on some of the varying markets. Your arguing from assumptions and general thoughts you have and it shows.
I'm arguing from the point that they are being stupid in leaving a major player without support due retrograde reasons, and arguing that the cost of porting is so low that makes no point of not porting.

You are the one ignoring that.
 

15k isn't an example. That's me telling you what some JP titles would actually sell on XB1 globally.

Go look up some sales data, read up on the different markets. If you think JP devs/publishers aren't being smart with their platform selection, whooo boy.

I'm out of this discussion, I can't entertain it anymore. It's one thing to debate points, it's another to debate points and continue to have to give a basic primer on actual sales and market data at the same time.
 
15k isn't an example. That's me telling you what some JP titles would actually sell on XB1 globally.

Go look up some sales data, read up on the different markets. If you think JP devs/publishers aren't being smart with their platform selection, whooo boy.

I'm out of this discussion, I can't entertain it anymore. It's one thing to debate points, it's another to debate points and continue to have to give a basic primer on actual sales and market data at the same time.

And, your point is? According to SteamSpy, Steam has some JRPGs that sell absolutely abysmally, but it is okay because

1) It's digital, so no physical publishing costs if a game flops and increased likelihood for sale prices

2) PC is becoming a good place to play Japanese games since they're starting to release more and more and increasing the genre mindshare, so every game adds up to a bigger picture

The constant whining from people talking about JRPGs shouldn't ever be on Xbox because it has no Japanese presence or because of the fanbase is sad, coming from a JRPG fan. These games should receive MORE presence in the west, and even if it starts up slow, Microsoft should focus on finding a way to promote it and increase awareness. Games like Nier, Nioh, Kingdom Hearts and FF ports will sell on Xbox as is, and with increased support, it can be the start of something.

Instead, we have games like the shitty Valkyria spinoff (according to the import OT) coming to Xbox, which will undoubtedly do terrible, and lead to the same old posters crying about JPN games flopping on Xbox. Well, no shit. Look at what Xbox has. FF Type-0? I can't even count how many times I saw people point out that flopping on Xbox when it's a damn shoddy Vita port (and that's coming from someone who spent 200+ hours on the game) and using that to judge JPN titles not being worth it for Xbox. FF15 showed that these games can sell well on Xbox despite it not being a Japanese console and having no other JPN games to increase genre awareness. And FF15 is one of the worst FF titles, IMHO.

Kingdom Hearts 3? It will sell decently on Xbox, being a legacy title and Disney, but when it fails to come close to PlayStation sales these same people will guffaw and gasp like this was known to happen. Meanwhile the prequel ports avoid Xbox for some strange reason, even 2.8, which just released. You would think Square would want to increase awareness of the new title coming to Xbox soon-ish by porting those games, but oddly they do not. So, no shit the game won't light the charts on fire.

My point is, even if only digital, Microsoft should realize that JPN games are important in the industry (if even only to certain fanbases at times) and work on incentivizing the console to Asian developers. Otherwise we get random games here and there, most being mediocre at best, and then scratch our heads wondering why a large amount on the Xbox fanbase doesn't care about supporting those titles.
 

Yes, Steam is not a good fit for every JP titles. I have simply stated it's more receptive to JP title than Xbox as a platform.

And I'm not sure if your referring to me or not but I can both be a fan of certain games/genre and distance myself from the market reality they inhabit.

I have a Yakuza avatar and I love that series. But my hopes, dreams and idealistic version of the world doesn't matter when the series sells the pitiful numbers it does in the west. If I pointed out to someone why the next Yakuza game might not get localized or ported to a platform such as PC, that has no bearing on my love for the series or the genre. It doesn't mean I don't want others to experience it. Rather, it's an acknowledgement that gaming is a business after all.
 
15k isn't an example. That's me telling you what some JP titles would actually sell on XB1 globally.

Go look up some sales data, read up on the different markets. If you think JP devs/publishers aren't being smart with their platform selection, whooo boy.

I'm out of this discussion, I can't entertain it anymore. It's one thing to debate points, it's another to debate points and continue to have to give a basic primer on actual sales and market data at the same time.

Jesus. Let me spell that for you:

A developer makes a game that is profitable with 28k units sold. That is a fact. For that game even a paltry extra 5-15k sales would be extra profit. Why is that so hard to understand?

And I remember the game now, it was one of the Atelier games, it sold 28k in the launching week, and I was arguing that even 360 pulled higher numbers from their rpgs than that, and the person said that 28k was already profitable.

But even so you don't understand let's look at another example I stumbled when searching for niche games on xbone. About a months after release Towerfall the developer said the game was very successful and that it made $500k in revenue. For a $15 game that means it sold about 35k. For a $40 game 35k sales would have made over 1 million in revenue and for a $60 game 35k would have made over 2 million dollars in revenue. Even if you take 70% of that that's plenty of money to cover up the costs of porting.

So let me ask this again. Considering how easy it is to port a game, and how little it is to make money with the port can you please give me at least one single reason of why wouldn't anyone port a already completed game, that was paid for to xbox when even when it takes so little sales to make it up for it? Or for some reason do you believe that just because a game is japanese it won't ever even sell 35k on xbone?

I hope now you understand why I think the developers are simply left money on the table for stupid reasons like a minimum print?
 

No need to spell it out. You clearly have no idea what you're​ talking about. Maybe your points would have some merit with sources or citations to back them up.

As it stands, I'm sure you'll continue to come up with unique ways to ignore market factors, reality and history in pushing ridiculous examples to a broad range of games and budgets.
 
No need to spell it out. You clearly have no idea what you're​ talking about. Maybe your points would have some merit with sources or citations to back them up.

As it stands, I'm sure you'll continue to come up with unique ways to ignore market factors, reality and history in pushing ridiculous examples to a broad range of games and budgets.

As opposed to all the hard data and source you are providing? You are the one saying there's all the data that proves Xbox is not a viable console for japanese games.
 
For those interested, here's Nirolak's thread on the Studio Gobo games.

Game 1:
This is a New IP.
This is also a AAA 3rd Person action/adventure game.
The jobs all ask for competitive multiplayer experience and/or multiplayer level design.
However, there are some mentions of cutscene animations, AI, and levels, so I'm not sure if there's some kind of campaign component or not. it could just be a slightly unusual multiplayer game.
The job postings mention "proprietary engine". This would normally suggest Ubisoft over Microsoft, but I'm not entirely due to Game 2's description.
They mention cross-platform a lot, though I guess Microsoft is cross-platform by virtue of Xbox and PC.

Game 2:
This is an F2P game.
This is based on a "globally-recognised IP for a major publisher".
It's a "large-scale project".
They ask for experience designing touch based interfaces, suggesting it is for mobile, or also on mobile. I guess it could technically be for Switch, though that strikes me as less likely.

Game 3(?):
This is possibly the same thing as game 2, but I'm not positive about that.
It's a Unity based game.
It's a Toys to Life game.
In an interview, Studio Gobo revealed it was in partnership with a "daring and ambitious partner", and that the hook would be that you keep interacting with your toy while playing the game.

Hard to say which one is Microsoft and which one is Ubi.
 
[...]
I hope now you understand why I think the developers are simply left money on the table for stupid reasons like a minimum print?

interesting read. didn't know about this

QB has 120k owner on Steam and is consideres a bomba by many people
still nearly 3.5 million revenue for the publisher and just a platform port...


but why should anyone consider a minimum print at all?
were in the digital age, where digital only is totally viable
 
Jesus. Let me spell that for you:

A developer makes a game that is profitable with 28k units sold. That is a fact. For that game even a paltry extra 5-15k sales would be extra profit. Why is that so hard to understand?

And I remember the game now, it was one of the Atelier games, it sold 28k in the launching week, and I was arguing that even 360 pulled higher numbers from their rpgs than that, and the person said that 28k was already profitable.

But even so you don't understand let's look at another example I stumbled when searching for niche games on xbone. About a months after release Towerfall the developer said the game was very successful and that it made $500k in revenue. For a $15 game that means it sold about 35k. For a $40 game 35k sales would have made over 1 million in revenue and for a $60 game 35k would have made over 2 million dollars in revenue. Even if you take 70% of that that's plenty of money to cover up the costs of porting.

So let me ask this again. Considering how easy it is to port a game, and how little it is to make money with the port can you please give me at least one single reason of why wouldn't anyone port a already completed game, that was paid for to xbox when even when it takes so little sales to make it up for it? Or for some reason do you believe that just because a game is japanese it won't ever even sell 35k on xbone?

I hope now you understand why I think the developers are simply left money on the table for stupid reasons like a minimum print?
Why do people keep talking about minimum print being an issue? They can release games digital only like a majority of every other game does.
 
As opposed to all the hard data and source you are providing? You are the one saying there's all the data that proves Xbox is not a viable console for japanese games.

Sure, here:
http://vgsales.wikia.com/wiki/Video_Game_Sales_Wiki
http://www.neogaf.com/forum/forumdisplay.php?f=14

Plenty of data in there, especially on the 360 generation where Japanese games did release on Xbox and still failed to sell much. And if we want to go back, I can certainly provide sources on numbers on Japanese games such as Otogi 1 and 2 on OG Xbox, two Japanese titles by From that barely managed to sell more than 40k combined lifetime. It really depends on how far you want to expand the scope of JP titles not doing well on the platform and I'm sure I could find a source for any particular game.

Why do people keep talking about minimum print being an issue? They can release games digital only like a majority of every other game does.

Because this is not PC and Steam. And physical is still a factor.
 
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